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Type: Posts; User: jide

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  1. Thread: OpenGL libraries

    by jide
    Replies
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    1,122

    Re: OpenGL libraries

    So avoid it ! I don't like to use many of such macros. They change often, new releases of automake can't ensure they will still work...

    Did you tried out a simple line just like this one ?

    gcc...
  2. Re: myOS - Miniature, Linux based OpenGL development system without X

    I have never heard of myOS.

    1. And never heard about Scitech drivers.

    2. As for you I did not find out anything about minixgl, unfortunately.

    But I would like to know more about this stuff...
  3. Thread: OpenGL libraries

    by jide
    Replies
    8
    Views
    1,122

    Re: OpenGL libraries

    I generally use both directories:

    gcc xxxx -L /usr/lib -L /usr/X11R6/lib yyy

    in that way you generally are not missing anything.
  4. Replies
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    2,686

    Re: C++ Win32 multiple GL windows

    It should work on a single thread. Each window should have its own context.
  5. Thread: Etch and lib3ds

    by jide
    Replies
    9
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    816

    Re: Etch and lib3ds

    This is not lost !

    Whether you wait for a bug fix in lib3ds or whether you build an old gcc version (as 4.0.x). Would advise for building your own gcc...
  6. Thread: Etch and lib3ds

    by jide
    Replies
    9
    Views
    816

    Re: Etch and lib3ds

    I have Debian Etch, and all is working pretty well. Have you got some specific stuff installed, do you run under 64 bits cpus ?
    Did you ever looked if the gcc you have is compatible with lib3ds ?...
  7. Replies
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    1,301

    Re: Display list problem

    Viewports are not context sensitive at the opposite of windows or threads. So you need to call the appropriate viewport before rendering to the effective one.


    glViewport (...) // vp 1
    // draw...
  8. Thread: Etch and lib3ds

    by jide
    Replies
    9
    Views
    816

    Re: Etch and lib3ds

    Are you pretty sure the model you're loading has vertices ? Did you tried blender and the 3ds plugin to see what it sees (or use wings3d) ? Even tried with another model file ?

    I personally never...
  9. Thread: OpenGL libraries

    by jide
    Replies
    8
    Views
    1,122

    Re: OpenGL libraries

    It also seems your GL libraries are missing.

    Try an 'apt-get install freeglut' and an 'apt-get install freeglut-devel'.
    If it can't find it, then use aptitude and look for them (the GL libraries...
  10. Replies
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    2,421

    Re: Continuous World / World Wrapping

    Why not simply render those new portions translated from their original position ? I did not ever done that thought, so maybe it's more easy to tell than to do..
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    2,421

    Re: Continuous World / World Wrapping

    I guess you should do the trick any old game consoles like Super NES used: tiling. You can just add a portion of the opposite side, wide enough so that when you move the camera you see all the...
  12. Thread: Dynamic Lightmaps

    by jide
    Replies
    16
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    1,325

    Re: Dynamic Lightmaps

    Could that explain the strange too enlightened results I had when doing some shadow mapping ?

    And yes, there's no difference between geforce fx and geforce 5 but they are commonly called fx.
  13. Re: how to rotate object in local coordinate space?

    Rotate first then move to the local coordinate ?
  14. Replies
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    Re: Is there such a thing as 'Normal Arrays'?

    It is the way to do from your first sentance.

    Each vertex or normal will be affected the same index value. So for each vertex to be rendered will be affected the same normal.
    There aren't any...
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    Re: Count the no of Z fail

    You just misspelled our names but this is okay :)
  16. Replies
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    Re: Count the no of Z fail

    For each object ? For each fragment ? For all the buffer ?

    Depending on what you really need to do, occlusion queries might help you.

    Otherwise there is the stencil buffer, but it might be...
  17. Replies
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    2,437

    Re: Automatic Texture Compression

    I don't use texture compression currently. But if I understood you well, I don't see why you want to compress the texture during runtime. It should definately slow things down. What do you want to do...
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    Re: Intersecting polygons and clipping

    What


    GLint dbb;
    glGetIntegerv (GL_DEPTH_BITS, &dbb);returns in dbb ?
  19. Replies
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    Re: subtracting polygons

    You can use the stencil buffer to do that. Or you can use a CSG library. It's somewhat easy in both cases.
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    Re: fbo + cubemap + depth

    muadib ;) , I guess that if it's a cube textures need to be of the same width and height. Maybe I'm wrong. I personnally only have tried that with the same size.
  21. Thread: 3D scenery ques.

    by jide
    Replies
    2
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    366

    Re: 3D scenery ques.

    1.

    Has your question something about this thread ?

    http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=2;t=021121

    2.

    Try to look at this:
  22. Replies
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    Re: problems with FBO and DL? *SOLVED

    This, to my point of view, should not happend. FBO is just a logical buffer, so is just like a normal say back buffer.

    Try a glFinish at the end of your fbo's rendering code.

    Surely other...
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    Re: Strange bug using glVertex2i()

    This is simply due to the program you use to magnify. It cannot devise what's beyond the pixels. So, when rounding to the near value, it can ommit some values.

    I don't know what you exactly need...
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    Re: Detecting the graphic card

    I've seen only the second link and gives the id for each card not the vendor. If other links (not looked at them yet) give the vendor id, then it can be a good solution right !
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    Re: Detecting the graphic card

    I'm not sure this is the way to do. This will lead to a problem just like you mention: newer card won't be detected until the game is patched. And uncommon cards will likely not be detected at all.
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